Metroid Prime Trilogy Walkthrough :

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Walkthrough - Metroid Prime 3 FAQ and Walkthrough

Page 1

Metroid Prime 3: Corruption FAQ and Walkthrough
Copyright 2007 lopp3, all rights reserved.
endiment@gmail.com
Current version: 0.58
Copyright {0000}
This guide is legal property of lopp3, a.k.a Jed Estep. It may not be hosted
at any location except for GameFAQs (www.gamefaqs.com) without my written
consent. Any attempts at such are illegal, and I am authorized to take legal
action if you attempt it. In other words, itÃ¯Â¿Â½s just better for everyone if you
donÃ¯Â¿Â½t try it.
Version history {0001}
V0.02 Ã¯Â¿Â½ Began work. Very excited about writing another guide.
V0.11 Ã¯Â¿Â½ Reached partway through Planet Bryyo.
V0.16 Ã¯Â¿Â½ More Bryyo.
V0.22 Ã¯Â¿Â½ Bryyo completed.
V0.31 Ã¯Â¿Â½ Large portion of Elysia complete.
V0.33 Ã¯Â¿Â½ Better, more helpful logbook.
V0.41 Ã¯Â¿Â½ Elysia completed.
V0.53 Ã¯Â¿Â½ Pirate Homeworld completed. More logbook updates.
V0.58 Ã¯Â¿Â½ Updates.
Table of Contents {0002}
Section 0
Copyright info {0000}
Version history {0001}
Table of Contents {0002}
Section 1
Introduction to MP3 {1000}
Introduction to this guide {1001}
Walkthrough {1002}
Section 2
Notes and Miscellaneous Information {2000}
Sidequests and collectibles {2001}
Section 3
Credits and References {3000}
Special Thanks {3001}
Introduction to Metroid Prime 3: Corruption {1000}
Metroid Prime 3: Corruption is the third and final entry in the trilogy of
games known as the Metroid Prime series. This series was the first to bring
Samus Aran into the third dimension, and the first two entries were tremendous
hits. So this game has been eagerly awaited by fans of the series, everyone
wanting to see the conclusion of the story.
Notes:
-The G.F.S. Valhalla requires five or six Energy Cells to complete. You must
complete this area to achieve 100%.
-The Logbook does not count toward your percentage total.
Introduction to this guide {1001}
This guide is not only a walkthrough, but also contains helpful information
such as log book entries and information on all of SamusÃ¯Â¿Â½ weapons, armors, and
upgrades. It will provide detailed strategies for all the gameÃ¯Â¿Â½s bosses, as
well as help you progress through the main content of the game: the actual
levels.
Notes:
-I will often refer to rooms by their given names. I will try to avoid this
until after you find a Map Station.
-It might be wise to see the Glossary before you use this guide, especially if
youÃ¯Â¿Â½re new to Metroid Prime. I did once receive a complaint regarding
terminology (IÃ¯Â¿Â½ll leave that anonymous).
Walkthrough {1002}
(Cue opening scene)
---Galactic Federation Starship Olympus---
Objective: Meet Admiral Dane
Welcome aboard, Samus Aran. This starts out simple and with a distinct lack of
combat; finish the calibration test (make sure to do it right, for your own
sake), and just trudge on through this nicely functional and suspiciously
friendly starship. And make sure you scan. Scanning everything you see is
always good, especially in the beginning of the game since there are often
one-time only scans right at the beginning. Scan every person, every terminal,
and, well, everything else. ItÃ¯Â¿Â½s really worth it to find something you may
have otherwise missed. Anyway, thereÃ¯Â¿Â½s not much to say about the G.F.S.
Olympus. Once you get to the bridge, youÃ¯Â¿Â½ll notice a soldier blocking your way
to the ready room. This guy wants you to save first, so comply with orders and
head into the ready room. Just as your briefing is finished, the G.F.S.
Olympus comes under attack.
Objective: Reach Norion surface to aid ground troops
YouÃ¯Â¿Â½ll now be thrust into your first encounter with Space Pirates. Beware of
them; their bullets are big and quick. Fortunately, they arenÃ¯Â¿Â½t very strong,
so you should have no trouble at all dispatching the lot of them. You may come
upon a battle between some soldiers and some Pirates. The soldiers have the
upper hand, but a Pirate dropship crashes through the window, exposing you all
to the vacuum of space. This calls for quick thinking; shoot the button above
the door to seal off the area. Now, head back the way you had originally come
when first going to the ready room. Some Pirates will courteously blow the
crap out of a wall for you. This allows you to access a new door, as well as a
new area. Take advantage of this. Go through and youÃ¯Â¿Â½ll come to a room with a
power core at the bottom. Some Pirate Militia and some Armored Militia have
just come in to take that nice pretty power core. Naturally, you ought to stop
them. Once you dispatch all of them, pick up the power core and return it to
its rightful place. But unfortunately, you just cued in a massive horde of
little crawlers to swoop from the ceiling. YouÃ¯Â¿Â½ll have to fend them and some
Crawltanks off for a while, but eventually theyÃ¯Â¿Â½ll start bursting through the
floor. This should be your cue to hop into Morph Ball and make a miraculous
escape. Once youÃ¯Â¿Â½ve managed that, use the waste disposal in this new location
to flush yourself into space. YouÃ¯Â¿Â½ll grab on to a little valve and pull
yourself back in. Here, youÃ¯Â¿Â½ll have to fight off a few pirates and make your
way to the top of the room to acquire your Missile Launcher. With this, you
can blow up the debris blocking the catwalk. Sneak through the catwalk and to
your ship. But, surprise for you, youÃ¯Â¿Â½re not getting away that easily. A big
baddy known as a Berserker Lord is here to stop you.
0------------Berserker Lord-------------0
He looks tough, eh? Well, he really isnÃ¯Â¿Â½t. I hope I donÃ¯Â¿Â½t need to
point out
the large, glowing, red spots on his shoulders. Those are quite obviously weak
points. Thus, you should shoot them while avoiding his sweep laser. Be careful
to jump and not strafe; strafing wonÃ¯Â¿Â½t help in the least in terms of dodging.
Once his shoulder pads are off, heÃ¯Â¿Â½ll start spitting large purple wads at you.
Thus begins Metroid Prime 3Ã¯Â¿Â½s first attempt at one of the strangest and most
comedic boss tactics ever contrived: projectile ping-pong. You need to whack
those big purple wads right back at him. They themselves cause minor damage,
but thatÃ¯Â¿Â½s not the point. After two successful rounds of smacking him with a
purple thing, his large, blue head cover will shatter, leaving his very
vulnerable head completely exposed. Thus, you may smash the Berserker Lord to
tiny pieces. The death he suffers is a fitting one: falling into space and
being smashed by a Pirate dropship. I mourn not for the Berserker Lord.
0---------------------------------------0
---Norion---
Objective: Activate Generator C
Though you managed to make a nice dent in the forces up on the G.F.S Olympus,
the planet Norion isnÃ¯Â¿Â½t in such good shape. You find out from one of the
soldiers there that theyÃ¯Â¿Â½ve been relying on a massive cannon to keep them
safe, but the whole cannon is offline. YouÃ¯Â¿Â½ll need to activate three different
generators in order to do this. So letÃ¯Â¿Â½s start by marching on ahead, shall we?
ThereÃ¯Â¿Â½s only one way you can go, so follow it. In a particular room,
youÃ¯Â¿Â½ll
need to yank away some debris revealing a Morph Ball tunnel. Once through the
tunnel, youÃ¯Â¿Â½ll see four red panels. Keep this area in mind as it is the cannon
control room. The top three panels each represent a generator, and the bottom
will light up when all three generators are turned back on. Anyway, continuing
down the path we were on. After a little bit of trekking, youÃ¯Â¿Â½ll come to the
generator room. That nice circular platform in the middle should tell you
exactly where you need to head next. Once you step into the circular area, a
cadre of Jolly Roger sentries will pop up to attack you. These things are
tough to hit and even tougher to scan, but donÃ¯Â¿Â½t worry; they periodically stop
to fire at you and are extremely weak to attacks. It shouldnÃ¯Â¿Â½t take more than
two or three well placed shots for a kill. In total, there are six Jolly
Rogers. Once youÃ¯Â¿Â½ve dispatched them all, jump over to the other side and use
the panel there. Then, jump back and use the panel to the left of the door.
This will activate Generator C. Objective completed.
Objective: Activate Generator A
So now itÃ¯Â¿Â½s time to head on back. Trudge back to the control room area, and
things are looking relatively uneventful (at least, for a meteor emergency).
Completely without warning, two massive creatures burst out of a blast door.
They completely ignore you and battle each other to the death. In case you
thought youÃ¯Â¿Â½d have to fight the victor yourself, think again: itÃ¯Â¿Â½s
Ghor. He
not only blocks your old path, but he cleared you a new one. So head down this
new path to Generator A. ItÃ¯Â¿Â½s a relatively uneventful walk down to the second
generator as well. This time, we donÃ¯Â¿Â½t even have to fight monsters when we get
there, as Gandrayda is kind enough to take care of that for us. Instead, we
need to do some Morph Ball work. YouÃ¯Â¿Â½ll notice the little purple gas vents in
the track; those launch you into the air if you jump while on them. They not
only help you scale the track, but theyÃ¯Â¿Â½ll launch you into the switches you
need to hit as well. Oh, did I forget to mention? Before you can leave this
track, you need to hit three Morph Ball switches. This will raise a nice sized
track for you to wind along, making your way to the top of the generator.
Also, be careful to keep moving, as a Jolly Roger is trying to pick you off
and you can do nothing about it. Anyway, once youÃ¯Â¿Â½ve hit the top of the
generator, it seems like thereÃ¯Â¿Â½s no problem. Until...
0--------------Meta Ridley--------------0
Samus Aran sat on a generator. Samus Aran had a great, great fall. And she
wasnÃ¯Â¿Â½t the only one to have a great fall. Meta Ridley decided to have a great
fall with you. This boss fight is more about mechanics than about real
strategy. Your objective is quite obvious: kill Ridley before completing the
16000 meter fall to your certain death. Ridley, however, is only vulnerable in
the mouth. That leaves for a lack of options, yes? No. This fight cycles in
between various stages: top, middle, and bottom. YouÃ¯Â¿Â½ll generally switch in
the order of top, middle, bottom, middle, top. So letÃ¯Â¿Â½s start with top. In
this stage, Ridley is in front of you. You can basically just keep firing, as
heÃ¯Â¿Â½ll open his mouth quite often to attack you. Do as much damage as you can
in this stage, because it wonÃ¯Â¿Â½t last long. Now we move into the middle stage.
YouÃ¯Â¿Â½re on equal footing with Ridley now. He has three attacks here. One is a
breath attack. Obviously, hit his mouth before he does this. Then heÃ¯Â¿Â½s got a
hand-based attack that looks like he might backhand you. Hit his hand when he
does this one. The final attack is a slap attack. HeÃ¯Â¿Â½ll draw his hand pretty
far back, making it a tough target. If you manage to damage his hand enough
during this attack, youÃ¯Â¿Â½ll stun him and be able to damage him by hitting him
in the mouth. Now, the bottom stage. The bottom stage isnÃ¯Â¿Â½t unlike top; just
shoot a lot and go for the mouth. The 16000 meter distance limit shouldnÃ¯Â¿Â½t be
very restraining, although it gets a bit shaky around 6000 meters. Once youÃ¯Â¿Â½ve
finished Ridley, Rundas will come to save you from your great, great fall.
0---------------------------------------0
Ahem. Now then, letÃ¯Â¿Â½s activate that generator. Head over to the panel to the
left of the door and activate this generator too.
Objective: Activate cannon
Now itÃ¯Â¿Â½s time to make a beeline for the control room. Rundas has already
activated Generator B for you, so donÃ¯Â¿Â½t bother looking for it. Once you get to
the control room, activate the bottom panel. This opens up a new door, one
that leads to the control room. Gandrayda, Ghor, and Rundas are all here
waiting for you, and just as youÃ¯Â¿Â½re about to activate the cannon, your old
nemesis Dark Samus shows up to ruin the fun. After your whole team gets
blasted into near oblivion with a burst of concentrated Phazon, Dark Samus
flies away. Fortunately for Norion, Samus managed to muster just enough energy
activate the cannon before passing out. Phew.
+++One month later+++
---G.F.S. Olympus---
YouÃ¯Â¿Â½re back home, but not for very long. The nurse here will tell you all
about your awesome new PED suit, and I neednÃ¯Â¿Â½t tell you how cool you now look.
Anyway, head back into the bridge from where you are, definitely save, and go
to the AU room (the upper middle door in the bridge). The Aurora Unit itself
will brief you for your mission today. It instructs you that two planets,
Bryyo and Elysia, have come under similar attack as Norion. This time,
however, the meteors managed to land and are infecting the worlds with Phazon.
And, lucky for you, Ghor, Gandrayda, and Rundas are all missing. Thus, itÃ¯Â¿Â½s
your job to go investigate. LetÃ¯Â¿Â½s start with Bryyo, shall we?
---Bryyo Cliffside---
Objective: Locate Map Station
Ahh, this place reminds me of Tallon IV. Anyway. You can do nothing but head
straight until you reach a large, open room. YouÃ¯Â¿Â½ll see a strange lock on a
door on the far side of said room. First off, head to that door. From there,
turn right, onto the platforms there, then right again. Once here, Morph Ball
up and head down the slot. Let yourself slide into place at the bottom of the
track. This is a switch, so activate it to unlock part of the locked door.
Once you activate this, youÃ¯Â¿Â½ll not only unlock half of the door, but
youÃ¯Â¿Â½ll
both create a new platform and summon some enemies too. The enemies you summon
are quite strange. They live in groups of five, and are normally invulnerable.
Eventually, theyÃ¯Â¿Â½ll start to make a circle and a large blob will appear in the
center of them. Shoot the blob to kill all five. Simple as that. Anyway, get
up onto the new platforms here, ignoring the door, and make your way to a new
Morph Ball slot. This will fully unlock the door for ya. Head down this new
path. Eventually youÃ¯Â¿Â½ll come to a room with one of those nice, massive golems
on the floor. DonÃ¯Â¿Â½t worry, it wonÃ¯Â¿Â½t hurt you. So jump down to
investigate it,
only to be ambushed by two Reptilicus Hunters. TheyÃ¯Â¿Â½re not that hard, so just
shoot until they fall. This will open up a little nook. Inside this nook are a
door and a stone lock you can use to uncover some Bryyonian Lore. Anyway, head
through the door into a seemingly empty and useless room. But wait. Look on
the side of the lowermost step you just went down. Ã¯Â¿Â½Tis a covered Morph Ball
opening. Before you go in though, make sure to scan Snatcher and Korba. Once
youÃ¯Â¿Â½ve done that, head through the track You can acquire that Missile
Expansion by using the Snatchers to float up a ways, dropping yourself
literally atop the pickup. Once you come out the other side, yank the cover
off the door and use a missile to open it. Inside is...the Grapple Swing! Now
you can use those nice yellow diamonds to swing across pits and such. So head
back to the large room and swing across (dispatch the Gel Puffers first).
Looks like you canÃ¯Â¿Â½t get through to the door? Yank off the panels on the wall
to reveal a Morph Ball track. Head up and out, then backtrack until you reach
the open room. Some regular Reptilici will attack you here, but theyÃ¯Â¿Â½re still
cake. Anyway, head back through the door we ignored last time. Along this path
is the Map Station. Now that weÃ¯Â¿Â½ve done that, letÃ¯Â¿Â½s head back to our
ship.
---Bryyo Fire---
Open Objectives:
Destroy East power source
Destroy West power source
Magmoor Caverns, anyone? This part is relatively straightforward. There are
some mechanical issues you should know about, however. The biggest one
involves igniting Fuel Gel, which is abundant in these caves. To ignite Fuel
Gel, hit a spout or other concentration of Fuel Gel with a Charge Shot. DonÃ¯Â¿Â½t
use Missiles, they donÃ¯Â¿Â½t work. Possibly the toughest room at this point is a
very tall room where you actually get to see Rundas (though he ignores you
utterly). After defeating some enemies, make your way to the Morph Ball slot.
To activate it, ignite the two spouts on the sides of it. This will raise the
middle platform a bit. As you scale the platform, youÃ¯Â¿Â½ll have to repeatedly
raise it again. Eventually, youÃ¯Â¿Â½ll reach the top. Continue on this way, and
eventually youÃ¯Â¿Â½ll end up in a room called Bryyo Temple. Large rooms should be
cue to you at this point that fighting will ensue. Well, it does. Sure are a
lot of Space Pirates in that crowd. Fend Ã¯Â¿Â½em off, and just when it looks like
the second wave is headed your way, the Pirates freeze in midair. Has Rundas
made up for blowing you off before? Ã¯Â¿Â½Fraid not. ThatÃ¯Â¿Â½s not what
heÃ¯Â¿Â½s here for.
0-----------------Rundas----------------0
I know you wanted to fight Rundas. I know you did. This is a very simple,
though still difficult, boss, which is nowhere near as fun to fight as Meta
Ridley was in that big pit. Start off by blasting him until he appears
stunned. Once heÃ¯Â¿Â½s stunned, run up to him and yank his armor off. At this
point, heÃ¯Â¿Â½s now completely vulnerable. So you just shoot him; all weapons have
equal effectiveness. YouÃ¯Â¿Â½ll have to repeat this process multiple times. Most
of RundasÃ¯Â¿Â½ attacks are easy to dodge projectiles. The biggest one to beware is
one he generally only uses while in Hypermode. HeÃ¯Â¿Â½ll create a giant club of
ice, twirl it around his head, and throw it at you. ItÃ¯Â¿Â½s big and hard to
dodge, but strafing to the right may work well, along with destroying his
clubs. ThereÃ¯Â¿Â½s really no sure-fire way to dodge that one. Also, heÃ¯Â¿Â½s
invincible in Hypermode, except to Hypermode. It may be wise (depending on
your energy tanks) to just ride the Hypermode out. Other than that, thereÃ¯Â¿Â½s
really not much strategy.
0---------------------------------------0
I almost feel sorry for poor Rundas. You knew him well. Kinda. Anyway, this
fight earns you the long-awaited ice Missiles. Guess what: you can freeze
stuff now! Anyway, head down the nice new elevator and down to the East power
source control room. Activate the hand terminal like you know what youÃ¯Â¿Â½re
doing, only to find that you canÃ¯Â¿Â½t exactly...do anything about the shield. Or
at least not yet. So just head back to your ship; thereÃ¯Â¿Â½s some new shortcuts
you can take as well.
---Bryyo Cliffside---
Open Objectives:
Destroy East power source
Destroy West power source
Now we head back to the Map Station. Why? IÃ¯Â¿Â½m sure you noticed the room
Ã¯Â¿Â½Falls
of FireÃ¯Â¿Â½ directly behind the station. You also probably noticed that it was
totally impassable. Now, though, you can freeze Fuel Gel. That means you can
make some nice pretty platforms for yourself. Once you get to the other side,
youÃ¯Â¿Â½ll get a transmission about some new intel.
Objective: Find Ship Upgrade station
This area is generally pretty linear. At one point, youÃ¯Â¿Â½ll come to a room with
a war golem being tethered to a wall. The tethers are those nice flammable
vines, so the objective should be clear. Trace each vine to its source and
ignite. Note: youÃ¯Â¿Â½ll have to kill some Warp Hounds and get in the Morph Ball
slot once before you can eliminate all the tethers. Once you have, the War
Golem will open up a new space. Keep going through here until you reach the
room in question. Note you canÃ¯Â¿Â½t land your ship just yet. Head to the control
panel, only to trip the security alert. YouÃ¯Â¿Â½ll be hounded by some Warp Hounds
first, then hunted by some Reptilicus Hunters. Once you finish with them,
raise the upgrade equipment. YouÃ¯Â¿Â½ll now have to progress upward toward the new
Morph Ball slot. You can also pull an Energy Cell to open up the red door to
the side, but itÃ¯Â¿Â½s not really advantageous to you right now. So climb up to
the very top of the room and open up the roof. Go back down to the control
panel, lower the upgrade equipment, and land. At last, it is now truly time to
raise the equipment, as it will upgrade your ship to equip it with missiles.
Now, at certain Command Points, you can call for a missile strike. So letÃ¯Â¿Â½s
take advantage of this, no?
---Bryyo Fire---
Ugh, what a PAIN. We have to make the long, long trek all the way back to the
East power source. When you get to the Temple, youÃ¯Â¿Â½ll have to destroy two
jammers by yanking on them, then missile strike the large vessel atop the
elevator. All while under fire from a never ending horde of Aero Pirates. Fun.
Once youÃ¯Â¿Â½re there, you can call in your fancy new missile strike and blow that
generator to smithereens. Now that weÃ¯Â¿Â½ve accomplished that, the shield is
weakened. We still canÃ¯Â¿Â½t penetrate it, however. In order to penetrate it
completely, weÃ¯Â¿Â½ll need to destroy the West power source as well. The West
power source is in Bryyo Jungle. And by the way, thereÃ¯Â¿Â½s a neat shortcut back
to your ship if you freeze one of those drippy Fuel Gel spouts.
---Bryyo Jungle---
Objective: Destroy West power source
Start off by...going forward. In this next room, kill off the Pirates, and
take note of the energy shield blocking the door. Also take notice of some
areas of the walls with yellow crystals on them. There should be two: one near
the ceiling on the left, one near the floor on the right. You can blow these
walls up with Charge Shots. The one near the floor leads to an energy tank.
The one near the ceiling leads to a little chamber that not only lets you see
into the next room, but also has a switch which turns off the energy shield.
Now we can proceed into the next room. DonÃ¯Â¿Â½t worry about the APC in here, it
will fly away. Just deal with the Pirates. Then, youÃ¯Â¿Â½ll notice a solid Mardium
wall and an electronic jammer. Your new missile strike can destroy this wall,
but the jammer is preventing you from using the Command Visor. If you yank on
the jammer, the dish will disappear until the arm of the jammer rocks back
into place. This should give you just enough time to call in an air strike and
blow that wall to tiny bits. A Berserker Knight, some Pirates, and an Assault
Trooper will come flooding out. The least of your worries is actually the
Knight. He works just like a Berserker Lord; play some ping-pong with him and
bash his head. The Assault Trooper is probably the deadliest, so take him out
first. Once youÃ¯Â¿Â½ve dispatched the enemies, head through your new opening. Head
on out into the Jousting field. Here, we take on two Aero Pirates. Nothing
special, right? Well...um...
0----------------Korakk-----------------0
This oneÃ¯Â¿Â½s pretty big. And heÃ¯Â¿Â½s very, very ugly. So letÃ¯Â¿Â½s
put him out of his
disgusting misery, shall we? First of all, make sure to scan the Korakk and
his rider (I missed the rider, unfortunately). Then, kill the rider. Now comes
the actual fighting part of the fight. When his mouth glows blue, shoot at it.
This will stun the Korakk for a few seconds. In this time, get into Morph Ball
and go underneath his belly. Once there, unleash a full load of Morph Ball
Bombs; thatÃ¯Â¿Â½s right, all three of them. This will knock him to the ground.
Now, quickly run around back and grapple onto his tail. This will send him up
onto his hind legs. Now his belly is exposed to shooting. Blast him as much as
you can; assuming you get enough damage in, it should only take two
repetitions of this process to finish off the Korakk.
0----------------------------------------0
Ah, so much better. But do the developers give us a break? Of course not. If
the Korakk didnÃ¯Â¿Â½t take long enough, theyÃ¯Â¿Â½ll throw you some Shield
Troopers to
make up for it. How kind of them. Anyway, Go into the next room and turn right
for a Save Station. Once youÃ¯Â¿Â½ve saved, head the other direction. As soon as
you enter this room we have a stone lock with a Missile Expansion and some
lore behind it. This also happens to be the room of the West power source. But
wait; this time they caught on and installed some AA turrets. So now we have
to go deactivate those.
Objective: Destroy AA turrets
But it looks like the blast doors are shut. Try to leave the way you came,
only to be attacked by two Armored Troopers. Dispatch these and the doors
open. I started off by heading south (thatÃ¯Â¿Â½s right coming out of the original
entrance). Immediately in this room, youÃ¯Â¿Â½ll notice a bridge with some Fuel Gel
on the underside of it. Blow this up to gain access to a green ledge. Dispatch
the Trooper and Armored Trooper you find up here, then continue to the door.
Now weÃ¯Â¿Â½re in the room with the first AA. This is a never ending horde of
enemies, so be careful. In order to destroy the AA, go directly to the
underside and yank the plug there. Then, find the Fuel Gel canisters that
popped out and destroy them. There should be four total. Once youÃ¯Â¿Â½ve destroyed
all of them, the gun will explode. One down, one to go. From here, the
progression to the next AA should be quite straightforward. But weÃ¯Â¿Â½re playing
a new game this time. Instead of yanking the plug at the bottom, we need to
pull levers now. There are three large levers in this room. When all three are
pulled, the Fuel Gel canisters will pop out. Simple? Well, some Aero Troopers
are here to pull the levers back. So hereÃ¯Â¿Â½s how to do it. When all the levers
are in a position where you can pull them, lure both Pirates over to you. Kill
one, but leave one alive. Immediately pull the lever and dash for the next.
Pull that one and dash for the final one. If you do it quickly enough, youÃ¯Â¿Â½ll
pull all the levers. Now, just head back to the floor and destroy the
canisters. Now to get rid of that power source. ThereÃ¯Â¿Â½s a missile expansion in
the hallway leading back to the power source room, but I donÃ¯Â¿Â½t think
itÃ¯Â¿Â½s
acquirable yet. Once we destroy the generator, head back to your ship to make
your final flight for Bryyo.
---Bryyo Seed---
Objective: Destroy the Seed
ItÃ¯Â¿Â½s only a little creepy in here, right? Well thereÃ¯Â¿Â½s only one way
you can
go, and no enemies except for some Scorchbugs on the floor of the first room.
Progress a ways in and weÃ¯Â¿Â½ll soon meet someone whoÃ¯Â¿Â½s
very...hospitable.
0-----------------Mogenar---------------0
HeÃ¯Â¿Â½s a biggun. And heÃ¯Â¿Â½s almost definitely the toughest enemy
youÃ¯Â¿Â½ll battle for
a long time. YouÃ¯Â¿Â½ll see heÃ¯Â¿Â½s got four orbs. One is on his back. So
what you
need to do is blow them up. ItÃ¯Â¿Â½s tougher than it looks, though. Start by
picking an orb and shooting at it. HeÃ¯Â¿Â½ll cover it when heÃ¯Â¿Â½s
attacking, and he
may move it to a different slot. Once it looks like it exploded, go into
Hypermode and destroy it with Phazon. Then heÃ¯Â¿Â½ll coat his body in Phazon. When
he does this, go into Morph ball and hit each foot with 3 Bombs. This will
destroy his Phazon coating. Keep the process up for all four orbs. HeÃ¯Â¿Â½s a
pretty simple boss, but very difficult nonetheless.
0---------------------------------------0
So that was the final boss of Bryyo. Looks like beating this guy really put
some stress on poor olÃ¯Â¿Â½ Samus. But now we get a neat little device called the
Hyper Ball. While in Hypermode and Morph Ball, hold A to turn yourself into a
rolling wad of electric tendrils. Pretty destructive, to say the least.
Anyway, just press A when youÃ¯Â¿Â½re prompted to destroy the core of the
Leviathan, officially saving Bryyo.
---Elysia---
Objective: Repair AU 217
Well, for now anyway, Elysia Skytown seems like a nice place to be. ThereÃ¯Â¿Â½s a
calm atmosphere reminiscent of Sanctuary Temple, but with almost no enemies.
Head forward (make sure to scan everything you see, thereÃ¯Â¿Â½s a lot of stuff
around). Make sure to scan Databots after you shoot them. Soon youÃ¯Â¿Â½ll come to
a room with a grab ledge. DonÃ¯Â¿Â½t go up it just yet; instead, take the low road
and dispatch the Tinbots you see there. Continue on that path, ignoring
anything you might see in the piston room. Once you come to a Morph Ball
cannon, get in. ItÃ¯Â¿Â½ll take you to a Morph Ball area, with a Missile Expansion
you can get by double Ball jumping. Anyway, keep going along the platforms
until you reach an elevator room. Go down the elevator and into the Morph Ball
track you see. ThereÃ¯Â¿Â½s a missile expansion here that we canÃ¯Â¿Â½t
acquire now, but
thatÃ¯Â¿Â½s not all. Keep moving along and take the lower path when the road
splits. This will deposit you in an odd room. Try to leave, and youÃ¯Â¿Â½ll be
assaulted by A. Some Steambots and B. that Steamlord thatÃ¯Â¿Â½s been stalking you.
0---------------Steamlord---------------0
This hardly counts as a fight. Simply, youÃ¯Â¿Â½re attacked by four Steambots,
which are more durable Tinbots. When youÃ¯Â¿Â½ve killed off three or four of them,
the Steamlord will appear to revive one. This is your chance to hit him. ItÃ¯Â¿Â½s
so simple, I donÃ¯Â¿Â½t think it even merits an explanation.
0---------------------------------------0
Anyway, the kind Steamlord gives you an Energy Tank for your troubles. The
doors are still locked, so yank on the new targets to open them. Head outside
to a new zipline location. Across here is your target. Walk in, go to the ice
door for a Save Station, then activate the lift and go down to find the Aurora
Unit. But itÃ¯Â¿Â½s been locked out by a kinetic lock, which we canÃ¯Â¿Â½t
open. So head
out the other side. Head into the room Ã¯Â¿Â½spire dockÃ¯Â¿Â½, then head to
Ã¯Â¿Â½security
stationÃ¯Â¿Â½. In Security Station, go through the Morph Ball track. There will be
a door in front of you. Instead of going through it, head to the left and jump
to the door you see there. DonÃ¯Â¿Â½t go through that one either, itÃ¯Â¿Â½s
just a
landing site you canÃ¯Â¿Â½t use. Instead, open the lock you see there. Now that
weÃ¯Â¿Â½ve opened up a new space, go through the door that was originally right in
front of you. Here we can scan some Steamspiders, but thatÃ¯Â¿Â½s it. So
letÃ¯Â¿Â½s head
back to the Spire Dock. Take the only zipline not yet taken here, passing poor
old GhorÃ¯Â¿Â½s sad and dejected armor, and head into this door. WeÃ¯Â¿Â½ll
have some
turbulence upon entering. DonÃ¯Â¿Â½t be alarmed, passengers. This is a ring-shaped
room, as you can see. LetÃ¯Â¿Â½s take the ice door first. Through here is a bridge.
The bridge has gates. Each time you yank a gate, youÃ¯Â¿Â½ll be confronted by some
Dragoons, the Jolly Roger equivalent of Adult Gragnols. YouÃ¯Â¿Â½ll also see a
Steamlord and some Steambots, but if you run past the bridge segment theyÃ¯Â¿Â½re
on and pull the gate, the segment will fall, dropping them to the wild yellow
yonder. Continue your trek across the bridge. WeÃ¯Â¿Â½ll come now to a large room.
Start up the platforms, but donÃ¯Â¿Â½t use the Grapple point yet. Charge Shot the
cracked area, then jump up to the new platform. Go inside the Morph Ball track
here. Each time you see a switch, activate it to drop a partition preventing
you from Grappling across. Once youÃ¯Â¿Â½ve dropped them all, swing across. Be
careful of the Shriekbats. As weÃ¯Â¿Â½re doing this, weÃ¯Â¿Â½re told that some
technology to help us reach AU 217 is very nearby.
Objective: Find Chozo Cache
LetÃ¯Â¿Â½s head there, shall we? In the next room, activate the lift and head on
down. Hey look, the Boost Ball! And itÃ¯Â¿Â½s...free?! Oh, donÃ¯Â¿Â½t be so
gullible.
0-------------Defense Drone-------------0
HeÃ¯Â¿Â½s not so tough. Those bouncy antennae should just scream vulnerability.
Once all three are down, heÃ¯Â¿Â½ll have some form of seizure and you can grapple
his eye. This will make him completely wig out and jump up to some higher
ledges while exposing his weak point. From here, heÃ¯Â¿Â½ll shoot weird, bouncy
vomit-bombs at you. His weak point seems a tad resistant to the plain old
Charge Beam, but Phazon seems to do the trick quite nicely in comparison. Just
make sure you have plenty of health before you use it; weÃ¯Â¿Â½ve learned from
Mogenar that Hypermode at low health is more dangerous than it needs to be.
0---------------------------------------0
Now then. That Boost Ball is ours. Use it to activate the kinetic lock that
appears on the floor. This will take you back up. From here, return to the
ring shaped room. You can go through the other doors, for completionsÃ¯Â¿Â½ sake,
but thereÃ¯Â¿Â½s nothing currently viable through either one. So keep heading back
to the AU room. Once here, unlock the Kinetic Lock, head down the maintenance
hatch, and get ready to play some House of the Dead. ItÃ¯Â¿Â½s just like Wave 1,
except with Tinbots instead of zombies. Once youÃ¯Â¿Â½re done, go into one of the
areas in the wall to upload the vaccine. Once you do it, and it looks like
weÃ¯Â¿Â½re done, Ghor will show up to mess with you. But we donÃ¯Â¿Â½t even
get to kill
him yet! We get to watch him escape, powerless to do anything about it.
Objective: Find Ghor
Talk to the Aurora Unit, then start heading toward your ship. YouÃ¯Â¿Â½ll learn
that weÃ¯Â¿Â½re under attack! So put on the afterburners already! Also, in the room
with the lasers you need to Morph Ball under, thereÃ¯Â¿Â½s a Missile Expansion you
may not have previously noticed. Also, in the room Ã¯Â¿Â½Arrival
StationÃ¯Â¿Â½, go up
the Grab Ledge and activate the Kinetic Lock. Fire yourself across the abyss
for an Energy Tank. Now itÃ¯Â¿Â½s time to head back to the ship and see what the
problem is. It should be obvious.
0------------------Ghor-----------------0
Bleh. Quite obviously, GhorÃ¯Â¿Â½s huge shield is invulnerable. The power unit for
said shield, however, is on his back. ItÃ¯Â¿Â½s pretty tough to get around him, but
itÃ¯Â¿Â½s doable. Destroying his generator will make his head vulnerable. For about
a third of his health, youÃ¯Â¿Â½ll damage him like this. After a third,
heÃ¯Â¿Â½ll
sprout a glowy thing between his legs and start spinning around. To stun him,
you need to run into this glowy thing with boost ball. Once heÃ¯Â¿Â½s stunned, use
the same procedure. YouÃ¯Â¿Â½ll do this for a third of his health as well. For the
final third, heÃ¯Â¿Â½s in Hypermode. HeÃ¯Â¿Â½s always vulnerable now. You
donÃ¯Â¿Â½t need to
match him with Hypermode, but itÃ¯Â¿Â½s much easier if you do.
0----------------------------------------0
You earn yourself a Plasma Beam for all this trouble. Your ship returns as
well, though itÃ¯Â¿Â½s so damaged itÃ¯Â¿Â½s become naught more than a save
station. Now
we should go back to the Aurora Chamber. But note; a cannon that was once
blocked by Ã¯Â¿Â½heat susceptible materialÃ¯Â¿Â½ can now be accessed. It will
shoot you
straight to the Aurora Room (almost). Boo-yah. Go downstairs to the
maintenance area, then use your new beam to weld the busted fuses. Go back up
and the AU will give you a map, as well as tell you to nuke the Leviathan. If
weÃ¯Â¿Â½re gonna build a nuke, we need parts. And theyÃ¯Â¿Â½re not here.
TheyÃ¯Â¿Â½re east.
So letÃ¯Â¿Â½s head back to our ship. Be aware that in the ship room is some heat
susceptible material with a Missile Expansion behind it. But...our shipÃ¯Â¿Â½s
still busted. So now what? LetÃ¯Â¿Â½s head back to the Spire Dock first. Here,
weÃ¯Â¿Â½ll receive a transmission about some cool stuff on Bryyo.
Objective: Investigate energy signature
So head to Landing Site A (or the Docking Bay, either one), and fly to Bryyo.
---Bryyo Cliffside---
You should land at the Federation Outpost. If you havenÃ¯Â¿Â½t removed the Energy
Cell protecting the red door, do so now. Anyway, go through the red door. In
this new room, weÃ¯Â¿Â½ll deal with some Reptilicus, and then weÃ¯Â¿Â½ll
activate some
War Golems. One will open up a door with a Ship Missile expansion in it (you
canÃ¯Â¿Â½t get it yet). The one up top will freeze the Fuel Gel permanently. This
will allow you to climb to the very top. Once through the door, open up the
cage, and then head for the halfpipe. On the right side of the halfpipe is a
Missile Expansion and a door. Go through here. Keep following your map toward
the Ã¯Â¿Â½strange energy signatureÃ¯Â¿Â½, until eventually we come to a room
with
nothing but a War Golem. Melt the frozen object near the ceiling, then
activate the War Golem. Use the new spinner to put the opening in the wall
near the huge crack. Activate the Golem again to bust through. Now we can use
an odd little warp to take us somewhere entirely new.
---Bryyo Ice---
Bryyo Ice is very straightforward. When you see breakable ice, break it.
YouÃ¯Â¿Â½ll end up falling quite far. Eventually weÃ¯Â¿Â½ll walk straight into
the Screw
Attack. This is the end of Bryyo Ice. Just use the Screw Attack to escape, and
weÃ¯Â¿Â½re done with Bryyo Ice...forever.
---Bryyo Cliffside---
Now we get a transmission about the old G.F.S. Valhalla, the one that got lost
a while back. So truck on back to your ship and fly all the freakin way too
the G.F.S. Valhalla.
---G.F.S. Valhalla---
This place looks a tad...despondent. There isnÃ¯Â¿Â½t actually much we can do here.
So letÃ¯Â¿Â½s take a look around. YouÃ¯Â¿Â½ll find some Energy Cell info
stations, but
no Energy Cells to speak of. ThereÃ¯Â¿Â½s an Energy Cell slot to match each
station. This should tell you pretty clearly that we can do little else here.
So letÃ¯Â¿Â½s slink our way back to Elysia, heads hung low.
---Elysia Skytown---
If youÃ¯Â¿Â½ve opened up Landing Site A, thatÃ¯Â¿Â½s perfect. From Landing
Site A, head
to Security Station and open the fire door. Previously this room was
inaccessible, but with the Screw Attack we can now wall jump up to the top. At
the top, weÃ¯Â¿Â½ll come into a room with a Spinner. Activate the Spinner to open
up a new area.
---Elysia Skytown East---
This place certainly dwarfs Bryyo Ice. ItÃ¯Â¿Â½s pretty large, but also quite
linear. Beware of Space Pirates, they swarm heavily around here. Continue on
your merry way down through Eastern Skytown. YouÃ¯Â¿Â½ll pass some of the
components of the nuke weÃ¯Â¿Â½re supposed to be making, but all of them are much
too large for you to lift. YouÃ¯Â¿Â½ll also pass a room with a Missile Expansion
thatÃ¯Â¿Â½s behind some gears. This is a Screw Attack oriented room.
DonÃ¯Â¿Â½t try to
get the Expansion yet. At a later time, a Pirate ATC will destroy those gears,
allowing you access to the Expansion. So keep going...itÃ¯Â¿Â½s a long way. And at
long, long, long last, we come to the Ship Grapple Beam. If this doesnÃ¯Â¿Â½t
scream nuke lifting, then...well I donÃ¯Â¿Â½t know. YouÃ¯Â¿Â½ll get a
transmission from
the AU giving you coordinates for the three parts.
Open objectives:
Find first bomb component
Find second bomb component
Find third bomb component
YouÃ¯Â¿Â½ll notice that only two of them are in Eastern Skytown. One of these is
the actual nuclear part, and one of them is...something else that IÃ¯Â¿Â½m having
trouble identifying. LetÃ¯Â¿Â½s start with the nonnuclear one. Basically, just head
toward it on your map. YouÃ¯Â¿Â½ll come to a room youÃ¯Â¿Â½ve been in before.
ThereÃ¯Â¿Â½s a
target on the ground, but thatÃ¯Â¿Â½s not what we need. To do this, start by
lifting the target on the ground. This will open up a Bomb Slot. Activate the
slot, and then put the object back down. This raises some platforms. If you
climb up these platforms and go through the door near the top, youÃ¯Â¿Â½ll come to
the first component. ItÃ¯Â¿Â½s guarded by a Berserker Lord, however. This guy is so
easy I donÃ¯Â¿Â½t think I even need to bother with a strategy. HeÃ¯Â¿Â½s
exactly the
same as last time. So just wipe him out, disengage the locks, and hoist away.
One down. If you progress toward the second component, youÃ¯Â¿Â½ll notice we end up
in a corridor beneath the componentÃ¯Â¿Â½s room. You can activate a lift via
welding to go up to the component room. Do this first, then try to lift the
component. WeÃ¯Â¿Â½re told once we try that itÃ¯Â¿Â½s locked down, and we
canÃ¯Â¿Â½t
disengage the locks just yet. So head back down and go through the fire door.
Continuing on, weÃ¯Â¿Â½ll end up in some weird and twisty research labs.
DonÃ¯Â¿Â½t
worry about the spinner you see; activate it, though it will never come back
online. Continue up the elevator and, when it looks like all hope of progress
is lost, look for a MB slot between some Metroids. YouÃ¯Â¿Â½ll keep finding MB
slots, and eventually weÃ¯Â¿Â½ll progress to a solitary area with an upgrade and an
Energy Cell in it. Pull the energy cell. This will shut off all the lights, as
well as the tanks containing those nice Metroids. Now we can blow up that tank
for the Seeker Missile. This will let you shoot several missiles at once,
opening those strange yellow locks. Woot. But thereÃ¯Â¿Â½s a sinister undertone to
this triumph; youÃ¯Â¿Â½ve just unleashed a plague of Phazon Metroids larger than
has ever been seen before. Before the day is done, youÃ¯Â¿Â½ll fight off 16
Metroids. And though the strategy is the same, these are no normal parasites.
They can phase out of the regular dimension, giving them a surefire way to
dodge your Ice Missiles. Fun. So make a beeline for the exit, killing off
every Metroid you see. Also, before you leave, make sure to get the Energy
Tank in the containment unit right next to the exit. Now we can get that
second component for our bomb. Once weÃ¯Â¿Â½re out of the lab, open the multitarget
lock directly to your left. This will take us to a zipline with some more
Metroids. More fun. Anyway, the zipline leads us to the second component room,
though a different part. First, disengage the elevator lock to the right, then
head through the MB slot on the left for a Missile Expansion. From here we can
also disengage one of the component locks. Head down and disengage the other
two, then hoist away. Only one component remains. We canÃ¯Â¿Â½t fly to the last
component, so we need to hoof it.
---Elysia Skytown---
ItÃ¯Â¿Â½s not that long, but itÃ¯Â¿Â½s even shorter now that we can unlock a
cannon to
shoot us straight there. Once youÃ¯Â¿Â½re here, use Seeker Missiles to destroy a
multitarget lock, then lift that final component up. All done.
Objective: Place bomb in Spire Pod
Back to the Spire Dock we go. Now that sheÃ¯Â¿Â½s all finished, we need to put her
somewhere where we can launch her. And the Spire Dock is that very place. So
what are we waiting for? Once youÃ¯Â¿Â½ve placed it, go talk to the AU. Pay
attention to what he says. Your mission, should you choose to accept it, is to
drop a bomb. It is quite likely you will die. Sound like fun?
Objective: Drop the bomb
Might be wise to save now. Once youÃ¯Â¿Â½ve saved, head to the Spire and get ready
for a fight. YouÃ¯Â¿Â½ll be fighting off hordes of Space Pirates while attempting
to prevent Pirate Assault Skiffs from blowing up the Spire. There are four
skiffs in all. Once youÃ¯Â¿Â½ve destroyed the last one, itÃ¯Â¿Â½s time to
escape. Head
to the panel thatÃ¯Â¿Â½s revealed to you and press all the buttons to open the
escape pod. Get in the pod and get ready to go when...the stupid Chozo
technology breaks on you. Head through the maintenance hatch. Once youÃ¯Â¿Â½re down
here, blow into the maintenance area and start welding. There are three
panels; two need to be revealed via yanking. Once all three are welded, hop
back into the pod and fly away. Congrats, we just nuked the Seed.
Objective: Destroy the Seed
Well, that nice escape pod left you right near a dock, so flying here
shouldnÃ¯Â¿Â½t be particularly difficult.
---Elysia Seed---
ItÃ¯Â¿Â½s just like the Bryyo seed, eh? Well, head the only way you can head and
get ready for the final boss of Elysia.
0-----------------Helios----------------0
Honestly, heÃ¯Â¿Â½s much easier than Mogenar. Helios is surrounded by a swarm of
Swarmbots. HeÃ¯Â¿Â½ll first attack by rolling around on the ground, using his
Swarmbots as a wheel. This is a good chance to destroy some Swarmbots, but you
can hurt his armor as well. HeÃ¯Â¿Â½ll then form them into a ring and start firing
lasers at you. Shoot at the ring to destroy Swarmbots, but donÃ¯Â¿Â½t shoot him or
the five bots in the center. HeÃ¯Â¿Â½ll then group them into clumps and have them
fire lasers, though he should be vulnerable during this part. Once his armor
is destroyed, his bots leave and his core is open. Blast the core with
Hypermode to take down approximately a third of his health. Two more reps of
this and heÃ¯Â¿Â½s finished. He does have two other attacks heÃ¯Â¿Â½ll use
toward the
end, however. One is where heÃ¯Â¿Â½ll form a tornado out of his bots and chase you.
You can hurt him with MB bombs in this stage. Another one is where heÃ¯Â¿Â½ll make
a giant person with his bots and try to punch or kick you. Ignore the arm
joints here; just go for the leg joints. Once his big sumo wrestler has
fallen, heÃ¯Â¿Â½s vulnerable.
0---------------------------------------0
ThatÃ¯Â¿Â½s the end of Elysia, folks.
---Pirate Homeworld Command---
The least they could do is give this place a name. Anyway, head straight,
watch out for the Hypermode Crawltanks, and dispatch the Remorse Turret you
find. Once all thatÃ¯Â¿Â½s done, head into the elevator and go to the third floor.
Ignore the acid rain platform to the right; go left for a fire door. Through
here is a heavily-rained-upon plaza.
Objective: Bypass the acid rain
ThereÃ¯Â¿Â½s a very small path heading to the right side of the room. Follow it,
then look for a Grab Ledge. Climb up here for a Morph Ball track. ThereÃ¯Â¿Â½s a
Missile Expansion in this track, so donÃ¯Â¿Â½t miss it. Once youÃ¯Â¿Â½ve
gotten the
expansion, head all the way through the tunnel. Here we can access a new
tunnel. Pull the tunnel cover away and head through. ThereÃ¯Â¿Â½s a missile
expansion here too. Once youÃ¯Â¿Â½ve gotten that one, head to the end of the tunnel
and drop out. Disengage the multitarget lock to acquire the X-Ray Visor. Once
you got that, turn it on and go up to the terminal. Now we can see the correct
code for the terminal. This will make a tank full of Phazon run by on the
ceiling. Shoot it down when itÃ¯Â¿Â½s just above the cover to the MB track; this
will drop it, destroying the cover. Head through here to end up in a new room.
Use the security terminal here to open up a new door. Go through it, watch
some Pirates doing some stuff, then head back. Go through the door that was
nearest to the tunnel. WeÃ¯Â¿Â½ve ended up on Floor 2. ThereÃ¯Â¿Â½s a
practically
mandatory Missile Expansion here. Once youÃ¯Â¿Â½ve gotten that, use the X-Ray visor
to unlock the rotating platform, and then get in the hologram to spin it. By
now youÃ¯Â¿Â½ll have gotten a fuzzy transmission from another trooper in a
different part of the planet.
Objective: Find the captured trooper
Once youÃ¯Â¿Â½ve spun the platform, go to the elevator and head to Floor 1. We can
now unlock the Map Station, which will tell us how to get to that other
trooper.
---Pirate Homeworld Research---
For the first part, at least, itÃ¯Â¿Â½s quite straightforward. When you come to the